The role of flow experience in cyber-game addiction

Cyberpsychol Behav. 2003 Dec;6(6):663-75. doi: 10.1089/109493103322725469.

Abstract

Consumer habit, an important key to repetitive consumption, is an interesting yet puzzling phenomenon. Sometimes this consumption becomes obsessive--consumers will continue to act a certain way even when they feel it is not in their best interests. However, not all consumers develop such addictions. This study uses cyber-game addiction syndrome as an analogue to trace the possible causes of consumer addiction. Results from structure equation modeling show that repetition of favorite activities has a moderate effect upon addiction, which is in line with the assertion of rational addiction theory. However, flow experience--the emotional state embracing perceptional distortion and enjoyment--shows a much stronger impact on addiction. This suggests that consumers who have experienced flow are more likely to be addicted.

Publication types

  • Clinical Trial
  • Randomized Controlled Trial

MeSH terms

  • Behavior, Addictive / psychology*
  • Community Participation / psychology*
  • Computer Graphics
  • Computer Simulation
  • Emotions*
  • Gambling / psychology
  • Games, Experimental
  • Habits*
  • Humans
  • Internet*
  • Models, Psychological
  • Neuropsychological Tests
  • Play and Playthings / psychology
  • Reinforcement, Psychology
  • Self Concept
  • User-Computer Interface